This article has been verified for the current PC
version (2.8) of the game.
A building represents a collection of facilities scattered across a world that create jobs that generate different kinds of resource that are not suitable to large-scale resource gathering. They are limited by the planet's population and capped to 16 buildings at 75 pops, with the first slot always being occupied by the colony's capital building. Each additional
5 pops unlock a new building slot.
If the number of pops falls below the number required for a building slot any constructed building will become ruined and stop producing jobs. Ruined buildings can be rebuilt for half the time and cost of a new one. If a planetary population is completely wiped out (either by resettlement or warfare), all pre-existing buildings will be completely destroyed.
Planet build speed[edit]
Planet Build Speed is a modifier that lowers the building time for all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take longer to build.
Source
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Bonus
|
Master's Teachings: The Greater Good edict
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+10%
|
Architectural Interest governor trait
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+10%
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Architectural Sense ruler trait
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+10%
|
Brain Slug Host governor trait
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+10%
|
Assembly Algorithms repeatable technology
|
+10%
|
Assembly Patterns technology
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+25%
|
Standard Construction Templates / Prefabricated Buildings prosperity tradition
|
+25%
|
Construction Templates technology
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+50%
|
Architectural Renaissance ambition
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+100%
|
Capital[edit]
The Colony Capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defence armies, and other jobs which vary depending on empire authority and civics. Many other buildings require a sufficiently high-level capital building before they can be built or upgraded, which gates your colony's development. Capital buildings cannot be demolished, downgraded, ruined, or disabled.
Standard capitals[edit]
The standard set of capitals are built on planets without a special designation as well as ringworlds by 



authorities. The base capital provides
Colonist jobs that produce food and amenities to assist with the initial upkeep of a newly settled colony, which are removed upon upgrading.
|
Capital
|
Produces
|
Jobs
|
Job base output
|
Upkeep
|
Cost
|
Description and Requirements
|
|
Reassembled Ship Shelter
|
Housing +3 Amenities +3
|
Colonist: +2
−1 Roboticist: +1
|
+10 +2 +2
−2 : +2
−5 −1 −1
+2 −2
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−1
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None
|
The remains of a Colony Ship, reassembled for planetside form and function.
|
|
Planetary Administration
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Housing: +5 Amenities: +5
|
Administrator: +2
Enforcer: +1
−1 Noble: +1
−1 High Priest: +1
−1 Science Director: +1
−1 Merchant: +1
−2 Executive: +2
Roboticist: +1
|
+16 +7 +2 −25
−8 +5
−3 +3 +2
−3 −3 +5
−3 −1 +8
−6 −2 +8
+2 −2
|
−3
|
500 480
|
Seat of the local ruling elite
Planetary Government technology
≥10 pops
|
|
Planetary Capital
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Housing: +8 Amenities: +8
|
Administrator: +3
Enforcer: +2
−1 Noble: +1
−1 High Priest: +1
−1 Science Director: +1
−1 Merchant: +1
−3 Executive: +3
Roboticist: +2
|
+24 +11 +4 −50
−8 +5
−3 +3 +2
−3 −3 +5
−3 −1 +8
−9 −3 +12
+4 −4
|
−5
|
1000 600
|
A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony.
Colonial Centralization technology
≥40 pops
|
|
System Capital-Complex
|
Housing: +10 Amenities: +10
|
Administrator: +4
Enforcer: +3
−2 Noble: +2
−2 High Priest: +2
−2 Science Director: +2
−2 Merchant: +2
−4 Executive: +4
Roboticist: +3
|
+32 +15 +6 −75
−16 +10
−6 +6 +4
−6 −6 +10
−6 −2 +16
−12 −4 +16
+6 −6
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−10
|
2000 900
|
A towering configuration of administrative bureaus and networked infrastructure, allowing the construction of highly demanding facilities.
Galactic Administration technology
≥80 pops
|
Special colony types[edit]
Habitats and planets designated as
Resort Worlds or
Thrall Worlds have special capital types that replace the default ones.
Hive Mind capitals[edit]
Hive Mind empires only have two capital buildings. They are the equivalent to Tier II and Tier III capitals of other empires for conversion purposes, and the upgraded capital counts as Tier IV for requirements.
Machine Intelligence capitals[edit]
Machine Intelligence empires use buildings similar to regular empires and will convert to or from them if a planet is conquered by an empire with different authority. The number of jobs offered depends on whether the empire has the
Driven Assimilator civic.
Buildings[edit]
Each regular building has up to 3 tiers, which determine its number of Jobs, upkeep, construction time and cost. Tier II and III buildings also require a certain strategic resource for construction and upkeep.
If a world is conquered by an empire that uses a different set of buildings for the same primary resource the existing buildings will be converted into new ones of the same tier.
Housing[edit]
Housing buildings provide
Housing and come in two tiers. The advanced resource used to upgrade their tier is
Rare Crystals. If the world is conquered by an empire with different government each housing building will be converted into the equal tier counterpart of the new owner.
Tier I
|
Tier II
|
Requirements
|
|
Building
|
Produces
|
|
Building
|
Produces
|
|
Luxury Residences
|
Housing: +3 Amenities: +5
|
|
Paradise Dome
|
Housing: +6 Amenities: +10
|
Idyllic Architecture tech for Tier II Habitat Expansion tech to build on Habitats  Shared Burdens  Thrall World designation
|
|
Communal Housing
|
Housing: +5 Amenities: +3
|
|
Utopian Communal Housing
|
Housing: +10 Amenities: +6
|
Idyllic Architecture tech for Tier II Habitat Expansion tech to build on Habitats Shared Burdens
|
|
Hive Warren
|
Housing: +3 Amenities: +5
|
|
Expanded Warren
|
Housing: +6 Amenities: +10
|
Hive Mind
Anti-Gravity Engineering tech for Tier II
|
|
Drone Storage
|
Housing: +4 Amenities: +3
|
|
Upgraded Drone Storage
|
Housing: +8 Amenities: +6
|
Machine Intelligence
Micro-Replicators tech for Tier II
|
|
Slave Huts
|
Housing: +8
|
|
Thrall World designation
|
Resource output boosting[edit]
These planet unique buildings are used to boost resource production on the planet they're built on.
Pop growth and assembly[edit]
These planet unique buildings are used to boost pop growth on the planet.
|
Building
|
Jobs
|
Effects
|
Upkeep
|
Cost
|
Requirements
|
|
Gene Clinic
|
Medical Worker: +2
|
|
−2
|
400 360
|
Genetic Healthcare technology  Gestalt Consciousness  Thrall World designation Planet Unique
|
|
Cyto-Revitalization Center
|
Medical Worker: +5
|
|
−5 −1
|
600 50 480
|
Cyto-Revitalization technology  Gestalt Consciousness  Thrall World designation Tier II capital Planet Unique
|
|
Clone Vats
|
|
Pop Growth Speed: +33%
|
−2
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200 360
|
Engineered Evolution ascension perk  Resort World designation Planet Unique
|
|
Spawning Pools
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Spawning Drone: +1
|
|
−2
|
400 360
|
Hive Mind Planet Unique
|
|
Robot Assembly Plants
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Roboticist: +1
|
|
−5
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600 360
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Robotic Workers technology  Gestalt Consciousness  Thrall World designation Robotic Workers policy set to Allowed Planet Unique
|
|
Machine Assembly Plants
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Replicator: +1
|
|
−2
|
400 360
|
Machine Intelligence Planet Unique
|
|
Machine Assembly Complex
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Replicator: +3
|
|
−8 −2
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800 100 600
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Machine Intelligence Mega-Assembly Systems technology Tier III capital Planet Unique
|
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Chamber of Elevation
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Necrophyte: +3
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Stability: +5
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−2
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400 360
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Necrophage origin
 Fanatic Purifiers
 Stellar Culture Shock Planet Unique
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|
House of Apotheosis
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Necrophyte: +6
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Stability: +10
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−5 −1
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600 50 480
|
Necrophage origin
 Fanatic Purifiers
 Stellar Culture Shock
Glandular Acclimation technology Planet Unique
|
Military[edit]
Military buildings produce
defense armies and are vital for the protection of a world. Once constructed they will always be placed at the top of the buildings order to be the last buildings destroyed by orbital bombardment. Fortresses can also contain an FTL inhibitor if the
FTL Inhibition technology has been researched. Upgrading Strongholds into Fortresses requires the
Global Defense Grid technology.
Stability[edit]
These buildings produce additional
Stability on the planet.
|
Building
|
Jobs
|
Effects
|
Upkeep
|
Cost
|
Requirements
|
|
Noble Estates
|
Noble: +1
|
Housing: +1
|
−2
|
400 480
|
Aristocratic Elite civic Tier II capital
|
|
Psi Corps
|
Telepath: +2
|
Stability: +5
|
−5
|
500 480
|
Mind over Matter ascension perk  Resort World designation  Thrall World designation Tier III capital
|
Empire capital buildings[edit]
Capital buildings can only be constructed once on the Empire Capital, and are not available to
Gestalt Consciousness empires.
Refineries[edit]
Refinery buildings produce 

advanced resources. Unlike the planetary feature buildings, they require
mineral upkeep to produce them.
Trade Buildings create Clerk and Merchant Jobs, which generate Trade Values and Amenities. While Clerk Jobs have a poor yield of only 2 Trade Value per Jobs, Commerce Buildings provide a significant number of them. Upgrading Commercial Zones into Commercial megaplexes requires the
Interstellar Economics technology.
Gestalt Consciousness empires do not have civilian trade and cannot build these buildings. They also cannot be built on Thrall-Worlds.
|
Building
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Description
|
|
Commercial Zones
|
+5 Clerk
|
−2
|
360
|
400
|
These commercial zones are home to towering office buildings and business complexes.
|
|
Commerce Megaplexes
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+10 Clerk
+1 Merchant
|
−5 −1
|
480
|
600 50
|
Great commercial spires and towers rising up towards the sky, blotting out the light.
|
Organic safekeeping[edit]
Rogue Servitor empires need Organic safekeeping buildings to provide
Bio-Trophy Jobs for
Unity. These buildings are converted into
Housing buildings of equal tier if the planet is conquered by an empire that lacks the civic. Upgrading Organic Sanctuaries to Organic Paradises requires the
Idyllic Architecture technology.
|
Building
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Description
|
|
Organic Sanctuary
|
Bio-Trophy +10
Maintenance Drone +1
|
−2
|
360
|
400
|
This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner.
|
|
Organic Paradise
|
Bio-Trophy +20
Maintenance Drone +2
|
−5
−1
|
480
|
600
50
|
An AI-controlled artifical paradise designed to satisfy every need a sapient organic being might have, just so long as it does not express a need for self-determination.
|
Feature-related[edit]
Feature buildings can only be built based on the number certain rare Planetary Features allow.
|
Building
|
Regular output
|
Gestalt Consciousness output
|
Upkeep
|
Time
|
Cost
|
Required technology
|
Planetary feature
|
Description
|
|
Betharian Power Plant
|
+10 Energy
+4 Technician
|
+10 Energy
+4 Tech-Drone
|
|
360
|
200
|
Betharian Refining
|
Betharian Fields
|
Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits.
|
|
Alien Zoo
|
+2 Culture Worker
+1 Entertainer if not Warrior Culture
+1 Duelist if Warrior Culture
|
|
−1
|
360
|
200
|
Xenology
|
Isolated Valley
|
As a sign of our mastery of the unknown, we have gathered alien creatures from all across the galaxy.
|
|
Crystal Mines
|
+1 Crystal Miner
|
+1 Crystal Mining Drone
|
−1
|
360
|
200
|
Rare Crystal Mining
|
Crystalline Caverns
Crystal Forest
Crystal Reef
Rare Crystal Deposit
|
Great care must be taken when excavating these mines to avoid damaging the crystals.
|
|
Mote Harvesting Traps
|
+1 Mote Harvester
|
+1 Mote Harvesting Drone
|
−1
|
360
|
200
|
Mote Stabilization
|
Dust Caverns
Dust Desert
Volatile Mote Deposit
|
These intricate facilities trap Volatile Motes within energy fields, funneling them into special containment zones below ground where they can be stabilized and harvested.
|
Other buildings[edit]
Purchasable[edit]
Purchasable buildings can only be obtained via a deal with aliens.
|
Building
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Deal source
|
Requirements
|
|
Ministry of Culture
|
+15% Empire Unity from Jobs
|
+3 Culture Worker if not Gestalt Consciousness
+3 Synapse Drone if Hive Mind
+3 Evaluator if Machine Intelligence
|
−2
|
480
|
N/A
|
Artisan enclave
|
Thrall World designation
- Planet Unique
|
|
Numistic Shrine
|
|
+2 Merchant
+2 Priest
|
N/A
|
180
|
1000
|
Caravan
|
 Gestalt Consciousness
|
|
Waste Reprocessing Center
|
+10 Energy
+10 Minerals
+5 Amenities
|
+2 Tech-Drone
|
N/A
|
480
|
100
|
Caravan
|
Gestalt Consciousness
|
Primitive[edit]
Primitive buildings can be found on planets owned by pre-FTL civilizations. They have negligible output and no upkeep and are removed or converted if the civilization is conquered or discovers FTL.
|
Building
|
Produces
|
Jobs
|
Requirements
|
Description
|
|
Crude Huts
|
+4 Housing
+5 Amenities
−10 Crime
|
|
Stone Age planet capital
|
Primitive shelters constructed out of stone, clay or whatever other materials were available.
|
|
Stone Palaces
|
+3 Housing
+25 Amenities
−10 Crime
|
+1 Feudal Noble
+1 Warrior
+1 Scholar
+1 Cleric
|
Bronze Age – Steam Age planet capital
|
Primitive Palaces built out of stone, where the local ruling elite resides.
|
|
Regional Capitals
|
+5 Housing
+25 Amenities
−20 Crime
|
+2 Bureaucrat
+2 Soldier
+2 Researcher
+2 Priest
|
Industrial Age – Early Space Age planet capital
|
The regional capital buildings of the various nation-states inhabiting this primitive world.
|
|
Junkheap
|
+15 Housing
+20 Amenities
|
+10 Scavenger
|
Junk Ratling planet capital
|
A rusting, irradiated jumble of collapsed infrastructure, destroyed buildings. and decaying wreckage from an unknown civiliztion.
|
|
Primitive Dwellings
|
+6 Housing
|
|
Bronze Age – Renaissance Age
|
These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements.
|
|
Urban Dwellings
|
+24 Housing
|
|
Steam Age – Early Space Age
|
Cramped and often polluted jungles of concrete.
|
|
Primitive Factory
|
|
+2 Labourer
|
Steam Age – Early Space Age
|
Primitive, inefficient factories spewing pollution while producing goods.
|
|
Primitive Mine
|
|
|
Steam Age – Early Space Age
|
Primitive mining tunnels that snake through the ground.
|
|
Primitive Farms
|
|
+10 Farmer
|
- Industrial Age – Early Space Age
 Lithoid
|
Primitive farmsteads working the soil for meager returns.
|
|
Primitive Power Plant
|
|
+2 Technician
|
Industrial Age – Early Space Age
|
A primitive and somewhat unreliable power plant that relies on coal or early atomic power.
|
|
Great Pyramid
|
+2 Food
+2 Society Research
|
|
Observation event
|
A pyramid constructed by the local population to appease a deity descended from the sky.
|
Fallen empire[edit]
Fallen Empire buildings are found on the homeworlds and planets of Fallen Empires. These buildings use incredibly advanced arcane technology, and as such are exceptionally effective compared to regular empire buildings. Most are autonomous, and can be used by other empires if captured. Ruined Fallen Empire buildings can be repaired. Fallen Empires, awakened or not, can never build more Fallen Empire buildings (with a few exceptions), making these buildings highly valuable.
Using the Reverse-Engineer Arcane Technology artifact action has a small chance to allow the user to build a Fallen Empire building on one of their planets. Each building takes
480 days to construct. If demolished however, they cannot be rebuilt.
References[edit]